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Coursera

Unreal Engine Blueprints-Advanced Gameplay and Logic Systems

EDUCBA via Coursera

Overview

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Design and implement a complete 2D-style arcade shooter in Unreal Engine using Blueprints—without writing C++ code. This project-based course guides you through building reusable gameplay systems while developing practical Blueprint scripting skills used in arcade game development. You'll begin by creating interactive lighting systems, configuring player input, and building reusable wall Blueprints. As you progress, you'll organize Blueprint classes with Structs and Enums, develop scalable execution logic, and use Arrays and loop structures to automate gameplay behaviors. In the final module, you'll bring everything together by creating an arcade shooter with player controls, fixed camera systems, asteroid behaviors, collision and damage logic, actor spawning, health management, destruction events, and material effects. Designed for aspiring game developers, game designers, and technical artists, this course emphasizes modular Blueprint design, reusable gameplay mechanics, and data-driven development. Each module builds on the previous one, helping you apply Unreal Engine Blueprint concepts through a structured, hands-on project. By the end of the course, you'll be able to create reusable Blueprint classes, implement flow control with loops and conditional logic, design flexible actor behaviors using inheritance and editable properties, build responsive gameplay systems, and evaluate game mechanics for performance and responsiveness. If you want practical experience developing gameplay systems in Unreal Engine Blueprints, this course provides a focused, project-driven learning experience.

Syllabus

  • Lighting, Interactions, and Wall Blueprints
    • This module introduces learners to the foundational concepts of working with lights and interactive elements in Unreal Engine using Blueprints. Students will explore how to toggle light visibility, configure various light types like Spot Lights, and create reusable blueprint classes for dynamic and modular level design. Through structured lessons, participants will also learn to incorporate player input, expose editable light attributes, and implement construction scripts to enhance design-time control and efficiency. By the end of this module, learners will be able to create interactive, customizable, and reusable lighting blueprints for immersive in-game environments.
  • Blueprint Class Design and Structuring
    • This module explores the structuring and organization of Blueprints in Unreal Engine, focusing on class hierarchy, reusable data structures, and execution logic. Learners will gain practical knowledge on customizing Blueprint class hierarchies, creating and managing Structs for organized data handling, and implementing Enums to control execution flow. The lessons emphasize modular design, efficient scripting, and data-driven logic to enhance Blueprint scalability and maintainability in real-world projects.
  • Working with Arrays and Loops
    • This module introduces the foundational concepts of handling arrays and implementing loop structures in Unreal Engine Blueprints. Learners will explore the creation and manipulation of arrays, use different types of loops such as For Loops, For Each Loops, and While Loops, and apply them to automate repetitive tasks like placing static meshes and managing data-driven gameplay logic. The module emphasizes practical applications like spawning multiple actors, dynamic placement using indexing, and flow control techniques to enhance performance and interactivity in level design.
  • Arcade Shooter Project
    • This module guides learners through building a simple arcade-style shooter game using Unreal Engine Blueprints. Starting with player setup and input configurations, the lessons cover camera systems, obstacle design, asteroid behavior, damage handling, spawning systems, and material effects. Learners will progressively design and implement functional game mechanics by creating reusable Blueprints, handling collisions, applying visual feedback, and managing actor lifecycles. The module concludes with performance-aware spawning and health systems for a complete arcade experience.

Taught by

EDUCBA

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